(3dc4135ce) v0.9.5.1

This commit is contained in:
Regalis
2019-11-21 18:22:25 +01:00
parent b39922a074
commit 5c95c53118
287 changed files with 12655 additions and 5048 deletions
@@ -24,7 +24,7 @@ namespace Barotrauma
partial void UpdateNetPlayerPositionProjSpecific(float deltaTime, float lowestSubPos)
{
if (character != GameMain.Client.Character || !character.AllowInput)
if (character != GameMain.Client.Character || !character.CanMove)
{
//remove states without a timestamp (there may still be ID-based states
//in the list when the controlled character switches to timestamp-based interpolation)
@@ -92,10 +92,10 @@ namespace Barotrauma
Collider.AngularVelocity = newAngularVelocity;
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
float errorTolerance = character.CanMove ? 0.01f : 0.2f;
if (distSqrd > errorTolerance)
{
if (distSqrd > 10.0f || !character.AllowInput)
if (distSqrd > 10.0f || !character.CanMove)
{
Collider.TargetRotation = newRotation;
SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
@@ -108,9 +108,9 @@ namespace Barotrauma
}
}
//unconscious/dead characters can't correct their position using AnimController movement
//immobilized characters can't correct their position using AnimController movement
// -> we need to correct it manually
if (!character.AllowInput)
if (!character.CanMove)
{
float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
float mainLimbErrorTolerance = 0.1f;